Ok hear me out. I think it would actually be hard to get aggressive with calamandra here even as player 1. So if I’m sitting back, why not collect a fat check from rich earth? Yeah its probably bad lol.
Ironbark Treant
Playful Panda
Tiger Cub
Spore Shambler
Forest’s Favor
Next Hand
Crash Bomber
Kidnapping
Shoddy Glider
Verdant Tree
Discard
Young Treant
Merfolk Prospector
Crashbarrow
Crashbarrow
Rampant Growth
Mind Control
Shoddy Glider
Tech 2 card(s)
Get Paid - ($8)
Scavenger - ($9)
Centaur kills Helpful Turtle
Quince + mirror - ($7)
Maxband Quince - ($3)
Crashbarrow, mirror copies it - ($0)
Crashbarrow mirror breaks your Tech II, your base to 18
Crashbarrow breaks your Tech I, your base to 16
Worker
Crashbarrow and mirror die end of turn
Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II
Verdant Tree - ($7)
Centaur trades with Brick Thief, overpower to kill tenderfoot
Quince makes 2 mirrors - ($3)
Worker
Hero’s Hall - ($1)
Float ($1)
Discard 2, reshuffle, draw 4
Board Info:
In Patrol:
Squad Leader: Quince (1/5A, lvl 5)
Elite:
Scavenger: Mirror #1
Technician: Mirror #2
Lookout:
In Play:
Rich Earth
Verdant Tree (3)
Buildings:
Base HP: 17
Tech I HP: 3
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info:
Cards:
Hand: 4
Deck: 8
Disc: 0
Gold:
Gold: 1
Workers: 10
Thoughts
Don’t want to play crashbomber because its a kidnapping target. Hero’s hall is incase they break my tech 2 and leave quince alive but I need another hero’s spells (like now).
Crashbarrow
Crash Bomber
Rampant Growth
Mind Control
Discard
Kidnapping
Crashbarrow
Murkwood Allies
Centaur
Tech 0 card(s)
Get Paid + float - ($11)
Scavenger - ($12)
Young Treant, draw 1 - ($10)
Drakk - ($8)
Kidnapping on Nimble Fencer - ($4)
Crashbarrow - ($1)
Crashbarrow kills Jaina, overpower to River down to 2, Drakk to level 3
Nimble Fencer trades with River, Drakk to level 5
Maxband Drakk - ($0)
Worker
Float ($0)
Discard 2, draw 4
Board Info:
In Patrol:
Squad Leader: Drakk (3/4A, lvl 6)
Elite:
Scavenger:
Technician: Young Treant (0/2)
Lookout:
In Play:
Rich Earth
Verdant Tree (3)
Buildings:
Base HP: 17
Tech I HP: 3
Tech II HP: 5 (Blood)
Heroes’ Hall HP: 4
Economy Info:
Cards:
Hand: 4
Deck: 2
Disc: 4
Gold:
Gold: 0
Workers: 11
Thoughts
Not my ideal choice, but having fencer kill a tech building means they get her back, which I really didn’t want. Even if they have a big grounded guide+fencer turn I’m hoping my econ advantage will still put this in my favor.
Good catch and I miswrote his level. Doesn’t change anythin. I was wondering why he was maxed when I planned the turn in my head but not in the game lol.
Killing Drakk is the best I have left, I don’t like my chances to survive the next two turns, so I’ll pack it in for this tourney. GG WP @rathyAro !, I gambled on an early t2 and badly whiffed that turn 3 draw. @zango x me out bro
Good game, well played! You didn’t take long at all despite the road trip.
I see you teched maestro before nimble fencer. What was the rationale on this? I would think just teching the maestros next turn would give you the same result, but with an option to play fencer on your turn 3 and/or 4. The earliest you could play maestro is turn 5 right?
Edit: Ah nevermind on the above, you could have maestro’s on turn 4. That would have been rough for sure.
On a side not, have you tried codex 2e yet? I’m curious to hear thoughts on it from some of the forum vets.
Yeah I figured the big body on turn 4 would have been a strong wall to lock you down from. Maybe a bad plan, obviously risky and didn’t work hehe
I have not tried it yet, not a Patron, was waiting around for it to develop some more before really getting into it. Heard a few things that sound kinda interesting but afraid I don’t have much thoughts on it otherwise!